Dance of Light and Shadow (Group Two)

Game Master MorganFreeman

High level variant of the Way of the Wicked AP, started by GM Lightbearer.


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HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rashk will focus, feeling the power he was denied and empowering himself for the fight to freedom. Settling the mask on his face, he feels the focus it gives him. Leaping up to stand on the ceiling, he settles in above the door, to be ready if any guards come through to deal with the talkative one.

Bringing up the powers I mentioned earlier (noted on my sheet)


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity pats Kessa on the cheek. "Relax Sweet T+&!. I'm f+%+ing with you. Thanks for reinforcing my methodology though. You know we're making a lot of weird sounds in here that any good guard would come to check right? Have they come? No, likely because they are tired of listening to me. Just like you," he says poking her in the nose.

Sleight of Hand: 1d20 + 18 ⇒ (18) + 18 = 36

There is an odd sensation on your nose after. You look down to see a red clown nose you never saw him palm and place there. Or at least likely you didn't seen.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Well, at least he is somewhat in aware of what is happening. He's still insane though, she thinks to herself. Kessa move to the door and looks to see if guard(s) are near.

Perception: 1d20 + 20 ⇒ (15) + 20 = 35
Stealth: 1d20 + 26 ⇒ (5) + 26 = 31


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

For my hiding over the door
stealth: 1d20 + 28 ⇒ (9) + 28 = 37


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin opts not to hide. Instead, he he leans up against the back wall, dead center, looking right at the doorway.

So he is directly opposite the door, and is the first thing the guard will see upon entering


As the conversation between the group settles, silence briefly floods the room. It seems there is no noise coming from the other side of the door either.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

"Draw them in or head out?" he asked.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

"It might be best to head out. Unless one of us calls out to get their attention, I doubt they'll check on us" Veldrin muses.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Silence. Never a good thing. Or a very good thing. Depended on the situation. Bobbity intended to find out which this was.

Stealth: 1d20 + 27 ⇒ (9) + 27 = 36
Perception: 1d20 + 12 ⇒ (5) + 12 = 17

Listen at the door. If no sounds, stealthily open it and continue on.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rashk will follow along, creeping along the ceiling.

stealth: 1d20 + 28 ⇒ (16) + 28 = 44
Perception: 1d20 + 26 ⇒ (5) + 26 = 31


Hearing nothing, Bobbity opens the door to find a pool of fresh crimson blood on the floor of the other side, with the corpse of a guard decorating the center of it.

The room itself is fairly small, with a stairwell leading downstairs in the southern corner and sturdy wooden door leading to the east. Dim light floods the room for a torch burning in a sconce on the wall. Beside the door, a key ring hangs on a hook nailed into the stone wall.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

"It seems someone has started our work for us. A small smile passes over her lips'"Perhaps we should make certain this was done not enter the afterlife alone. She walks to the wall and takes the key ring off the hook and tosses them to Bobbity,"For your collection my little brook."


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Is this new room anti-magic'd?


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

When we were brought here did we travel up stairs?


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze runs through the legs of the others and immediately bites the body on the floor. He starts chewing on the recently deceased hand, distracted from the rest of the environment. His eyes cross with the rest of his group's showing a certain tone of innocence.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa can barely hide her revulsion as Squeeze tears into the corpse. Oddly enough, she would have had no problem had Veldrin desecrated the body through animation, or if she dissected it to further her own goals. She just cannot see how those two actions are equal to, or worse, than the goblin's consumption of the guard.

She pulls her ayes away from the goblin, ignoring the flesh caught in his teeth, and tries to focus on the now. She looks up and down the corridor attempting to decipher the best path for egress.

Okay now, where to go?

Perception: 1d20 + 20 ⇒ (13) + 20 = 33


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin saunters over to the corpse, and lightly kicks the goblin, shooing him. "Do be so kind as to knock that off. I have need of this body, more or less intact" With that said, regardless of if Squeeze moves way or not, Veldrin raises the corpse to unlife. Animate Dead, via Oracle casting


It was hard to tell how you were brought here. You were all knocked unconscious after being branded. There is no more antimagic! You may cast with all your fiendish glee. However, any attempts to use teleportation magic to travel outside the prison, or even spells like Jungle Mind that have a one mile radius, don't seem to work on animals outside the prison.

With a survival score of +16, I'll assume Kessa has some ranks in it, I'll combine that with your perception check here.

Judging by the meager tracks left behind on the stone floor, Kessa could tell the majority of traffic here leads down the stairs.

Squeeze Bits has a few moments to enjoy a tasty human-hand morsel before the corpse transforms to something he probably would not want to eat.

Veldrin, are we creating the 1HD Skelly or 2HD zombie?


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

If the guard only had a couple of HD, I'll use Lesser Animate Dead as opposed to its regular version. Obviously, if he's got a fair amount of HD(comparable to ours), I will use the more powerful spell. Either way, I'm creating a skeleton


The hit dice are irrelevant, are they not? The zombie template states the target loses all class HD to a minimum of one. Even if you were to cast animate dead on a level 20 Human Paladin, you would still wind up with a 2HD zombie. Since you are making only one creature, a lesser casting would be appropriate.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Ah, I actually did not know they lost class HD. In that case, let's make it a Fast Zombie to gain that extra HD and thus keep the use of regular Animate Dead as well.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Waiting for Veldrin to complete his arcane arts to manipulate the dead, Kessa motions to Rashk in the direction of the stairs as she slowly creeps down the left side of the hall.

Stealth: 1d20 + 26 ⇒ (4) + 26 = 30


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

"Should we not investigate the other room up here, before moving on? Who knows what it might contain that could be useful" The necromancer muses.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Eager to find her formula book and other items, Kessa looks back toward the group and whispers, "If we feel it is worth the risk to see what can be discovered, then we should look. However, I believe time is of the essence. Who knows when a patrol will stumble upon our empty cell."


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

We were given the tools needed to escape. Searching for booty will slow us down and give them more time to respond. We need to cover as much ground as possible before the alarm is raised."

Assuming it is unlocked, he will open the door and begin sneaking down the stairway - using the walls or roof where possible.

Stealth: 1d20 + 28 ⇒ (1) + 28 = 29
Perception: 1d20 + 26 ⇒ (15) + 26 = 41


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin scowls at Rashk "Phaw! I am not surprised the oafish half-giant has no possessions. I also doubt our grimy little goblin has ever owned anything, but I am willing to bet the lady arrived properly attired as did I. While you may be perfectly happy with what you were given by our mysterious benefactor, I want my possessions back, if they are still here."

He flips open the tome he was given to a divination spell, and casts Locate Object targeting his spellbook.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Aw, he's hungry. Ain't he the cutest," Bobbity says of the obviously not cure goblin nibbling on a freshly dead corpse. He also takes the keys happily and bounds off towards the other door, hoping for more prisoners of varying strength to release. Chaos was their friend right now.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze growls lightly to the drow, but eventually smiles and runs to another corner, carrying a finger he managed to pull off.

Squeeze has possessions! - he protests without much confidence - ... Squeeze also understands puff-puff users want their disgusting books full of words. Squeeze in no hurry! Squeeze helps, but Squeeze still hungry!

He avoids looking at Bobbity so he won't drool again.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Given that the others seem to be less interested in escape than looting , Rashk will pull back to support them. Unwise as their plan is, it still makes sense to stay together.


From the corpse of the guard rises a skeleton exuding warmth and leaving a pile of guts and skin at its feet. A few bits of once mortal flesh still feebly cling to the bones.

On the other side of the upstairs door, Bobbity finds a small room with a table and two chairs within. There are blood stains on the furnishings, walls and floors; probably made by the various torture instruments hanging on the wall. There are no other exits from this room.

Squeeze Bits:
The guard was overweight, the finger is meaty and tasty.

Veldrin:
Veldrin senses his spellbook is to the southwest.

Raskh:
Rashk makes it to the bottom of the stairwell before discontentedly retracing his steps. He does notice that the end of the stairwell leads to a small room with a single door exiting to the north.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

"No one at the bottom, small room with a single door." he lets the others know. "I'll stand watch."


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa nods an acknowledgement to Rashk. She looks to Bobbity and Squeeze, "One of you should stay within sight of Rashk, just in case." Eyeing Squeeze specifically,"And I would rather not see you ...consume your meal. Perhaps you can finish eating while we search." Taking a centering breath, she taps into her Ki and feels the familiar thickening of her skin. 'I know Rashk has a point, but I refuse to allow them to keep my possessions if I can prevent it.' Kessa joins Veldrin as he travels down the hall in pursuit of his arcane treasure.

Using a Ki point to activate Barkskin for the next 100 minutes.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rashk nods, accepting that this group finds recovering their items a priority over a speedy escape. While it will be more challenging, he refuses to allow himself to be recaptured.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze greets Kestrel militarily, using the finger bone to hit his forehead before throwing it away. He smiles menacingly to her, but finally starts running around on his four, ready to move towards the other room, stopping every 5 or 10 seconds to scratch his small green bottom.


Just wanted to clarify after Kessa's post about following Veldrin down a hall. We have no hall to travel through. After leaving the room with your jail cells, there are only two exits. One down the stairs, and the other into the tiny interrogation room on the side. The direction of Veldrins book would place it outside of this entire building.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Well then, can Veldrin Detect Magic in the room while the rest of us search it? That should not take too long, and we can be on our way.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin has constant Detect Magic, so yes lol.

Oh great GM what do I see with my magic seeing eyes? Lol


You see a lot of mundane garbage, as per the description of the room.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Content nothing can be gained by staying longer, Kessa joins Rashk at the stairs.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Noting that at least some are ready to go on, he will sneak down and take up a position over the doorway in the lower room.

Stealth: 1d20 + 28 ⇒ (17) + 28 = 45
Perception: 1d20 + 26 ⇒ (5) + 26 = 31


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Sneaks up to the door and listens for more guards.
or looks through bars on the door if possible
Stealth: 1d20 + 26 ⇒ (20) + 26 = 46
Perception: 1d20 + 20 ⇒ (1) + 20 = 21


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin moves with his companions, spell at the ready. He nods at his fellow escapees to open the door.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze runs with the others, but finally stops by the door, looking behind as if checking for someone more... Suitable... To be in front. He will go right after. If no ones pops up, the impatient Goblin will simply open the door.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

When everybody is ready, Rashk is willing to be first out the door. Though it's funny because barbarians are usually the ones who run out.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Aw. It's just a torture room," Bobbity says, disappointed. Why didn't it contain exactly what he wanted and expected? He sullenly follows the others. He missed his bombs.

Stealth: 1d20 + 27 ⇒ (18) + 27 = 45


As the rest of the group makes their way down the stairs, Kessa leans against the door, hearing a pointless conversation between two guards about who has a more buxom wife.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa whispers to her fellow inmates,"Two guards on the other side. They are unaware of our escape. We need to disable them quickly and quietly. The longer we can go without raising an alarm serves to increase our odds to recover our things and make our departure." She looks to Veldrin, "I don't suppose you have silence in that book of yours. If even for a few moments, it could make a difference. I will accept it on myself if you are worried about being within range of its effects."


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

"Likewise silence does not impair me and I can easily get past most foes. I am faster than the rest of you." He pauses, looking with a discerning eye. "Except perhaps Kestrel."


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

The drow nods, and casts his spell, targeting Kestrel. He then signs a quick message to her and the rest of his companions 1d20 + 18 ⇒ (5) + 18 = 23 Bluff to pass a secret message. ::"We have one minute. No mistakes, let's be quick."::


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Just before Veldrin enacts his silence, Kessa reaches into her bag and pulls out a few vials. Handing them out, she gives a brief description.

To make you feel like your true kin. Should last for a short time.
Rashk: Enlarge Person~10 minutes

Drink this one now and weapons will bounce off your skin until we leave this place. Save this for a big fight, makes your body tricky and hard to hit.
Squeeze: Stoneskin~100 minutes (or until discharged)
Displacement~10 rounds

The effects of this mixture is inconsistent, but it should extend your life. You may as well take them both, but not simultaneously. Let the first wear off.
Veldrin: False Life(x2)~10 hours (or until discharged)

I assume all extracts blow up. This one speeds you up, this on protects you, and this one allows you to see anyone trying to hide with magic. You may as well drink that one now.
Bobbity: Expeditious Retreat~10 rounds
Shield~10 minutes
See Invisible~100 minutes

Kessa then proceeds to pull out one more vial and drink its contents.
Bloodhound~10 hours

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